As some of you may know, I run a pair of Dungeons & Dragons clubs for kids. It is tremendously fun. The current six-week session ends this weekend, and marks the first time I’ve used a completely original campaign. All told, it was about 12 hours of story and adventure. I’m quite looking forward to the conclusion as (I hope) it will completely subvert and satisfy my players’ expectations. Here’s what’s going on.
For session one, I took a little inspiration from Matt Colville, who, in one of his videos, talked about throwing the big bad at the players in the opening scene of session one, before they could do anything but cower in fear. I did that and it was great fun. They PCs were enjoying their time in a tavern (naturally) when this imposing, robed figure entered, flanked by two lesser robbed figures (I like for my baddies to have lieutenants to taunt and aggravate the PCs) and did all sorts of nasty stuff before making a quick exit.
As I expected, the players did nothing but wait for it to end. “That thing will kill us instantly,” one of them said.
Yes. Yes it would have.
That experience angered and frustrated them, and gave them a “bad guy” to despise. He was quite unpleasant to some of the tavern patrons with whom our heroes were having pleasant interactions, and they did not like that. Now each PC was personally invested in vengeance.
Hook in place.
To make a long campaign short, the players eventually learn that a local mage is intent on becoming a lich, and is gathering souls for the process of transformation. He has several lieutenants doing the dirty work for him, including the Master of Crows, the Master of Locusts and the Master of Coin — all dealt with in one way or another at this point. The trail eventually led to the mage’s tower, where the players find themselves this week.
Once they battle their way to the top of the structure (and deal with the yet unknown Master of Books) they will find the figure they met in scene one, as well as a feeble gnome, dressed in mage’s robes, utterly inert in his throne as a Will O’ The Wisp encircles his head.*
In D&D 5e, Wills are nasty things that subsist on the potent emotions induced by horror, panic, and death. They revel in luring people away from safety, bewildering them, and finally leading them into deadly danger, so they may feast on their desperate emotions.
I decided to have a Will as the real big bad for two reasons. First, it’s a little more interesting as a climax than, “we expect to find an evil mage intent on become a lich, and we do.” Second, there are two strong camps in my group of nine kids: the slayers and the savers.
One group wants to slay bad guys. They like weapons, they like combat, they like being the heroes of the battlefield.
The other group prefers diplomacy. They’ll fight if they have to but they view battle as a last resort. Failure, actually. Discussion failed, so it came to blows. Now blood will be drawn. In fact, the aforementioned Master of Locusts is now a member of the party.
My finale should satisfy both factions. They’ll have an obvious baddie to kill, and a clear victim to save. I’m quite looking forward to their reaction upon finally seeing Brovac the Lost, the decrepit, doddering gnome that he is. I’m sure they’ll want to slay the Wisp — I had each of them experience whispers and dreams promising them glory every now and then throughout the campaign — as well as the original robbed figure. But I’m not sure what they’ll do with Brovac. Yes, he’s a victim but he did collect a lot of innocent souls. Like, a lot.
Hopefully I’ll subvert and meet player expectations in a way that leaves them happy. But honestly I don’t know, and that’s why I love cooperative story telling so much.